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Binkley13

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About Binkley13

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  1. Binkley13

    infantry Anti tank/Anti air to strong?

    Haha, yeah, it is. I meant armor. Got all riled up.
  2. Binkley13

    infantry Anti tank/Anti air to strong?

    Test fired a Titan AA at a UH-80, no RWR went off, no tone, nothing. The countermeasures worked, but I knew my friend was firing. I'm sure this will change through future updates. Even so, I still agree with the OP, really with any of the guided weapons to date. I'm in a commanche, I can press tab, and instalock without using any detection systems, and fire away. Like-wise, I can pop out my Titan AA, and destroy a troop of attack helos without breaking a sweat. With the current flare burst mode, you use something like 60 flares each burst. So, like two bumps and the buckets empty. My biggest gripe has to be that the A/MH-9 has zero countermeasures. None. It is apparently a future version of the killer egg, and yet it has less capabilities as the current model. The AH-6i, for example. The A/Mh-9's have no CMS, RWR, flare/chaff bucket, nothing. But, I digress. I just find it goes against the core of the combined arms gameplay, when a fireteam sized element can easily best a section of IFV's. I understand the realistic aspect, as the FGM-148, and others like it, have quite the array of attack possibilities. But, the Javelin itself takes a bit to actually "lock" on, as you adjust your targeting bracket (not to mention I hope you've had the CLU on before you ran into armor, so it has had time to cool down), and the current build of A3 does nothing to justify that. Also, the CLU is cumbersome as hell, and one launch tube assembly alone takes up...well, the entire space of the launcher. So, it pretty much requires a dedicated AT team to use effectively. Also, if these missiles are in the future to become so saturated on the battlefield, it would really just end the reign of the king of battle, would it not? No reason to produce armored assets anymore. In the real world, cost, production capabilities, and logistical concerns come into play. I guess to sum up, I'm not too sure if I agree with the ridiculous amounts of lethality A3 is presenting. Of course, it can be dictated by mission designers, etc., but from a gameplay standpoint, it seems to me that it is losing it's tactics-centric focus and requiring adaptability, i.e. actions on contact, to more of a "Oh, armor, I've got something for that. Oh, helos, I've got something for that. And I win." Anywho, my two cents, however winding, and convoluted they may be.
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